forked from MagicBane/Server
FatBoy-DOTC
10 months ago
11 changed files with 181 additions and 150 deletions
@ -1,50 +1,62 @@
@@ -1,50 +1,62 @@
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package engine.CollisionEngine; |
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import engine.math.Vector3f; |
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import engine.math.Vector3fImmutable; |
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import engine.objects.Building; |
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import org.pmw.tinylog.Logger; |
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import java.awt.geom.Line2D; |
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import java.awt.geom.Point2D; |
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import java.awt.geom.Rectangle2D; |
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import java.util.ArrayList; |
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public class Mesh { |
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public ArrayList<Triangle> triangles; |
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public ArrayList<Line2D> BoundingLines; |
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public Rectangle2D boundsRect; |
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public float maxY; |
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public float minY; |
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public Building parentBuilding; |
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public boolean BoundsCollides(Line2D line){ |
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for(Line2D side : BoundingLines) |
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if(side.intersectsLine(line)) |
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return true; |
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return false; |
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public Vector3f mesh_end_point; |
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public Vector3f mesh_ref_point; |
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public Vector3f mesh_location; |
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public float mesh_max_y; |
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public float mesh_min_y; |
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public Vector3f mesh_scale; |
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public int mesh_id; |
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public int parent_prop_id; |
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public int parent_structure_id; |
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public int parentUUID; |
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public Rectangle2D.Float mesh_bounds; |
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public void AdoptTriangles(float rotation){ |
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if(CollisionManager.mesh_triangles.containsKey(this.mesh_id) == false){ |
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Logger.error("Failed To Bake Triangles For Mesh: " + this.mesh_id); |
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return; |
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} |
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public boolean MeshCollides(Line2D line, float charHeight, float charY){ |
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this.triangles = new ArrayList<>(); |
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double radian = (double)rotation; |
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for(Triangle tri : CollisionManager.mesh_triangles.get(this.mesh_id)){ |
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//check if movement path intersects this mesh
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if(boundsRect == null){ |
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return false; |
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} |
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if(!line.intersects(boundsRect) && !boundsRect.contains(line.getP1()) && !boundsRect.contains(line.getP2())) |
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return false; |
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Triangle newTri = new Triangle(); |
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Vector3f rotatedPoint1 = Vector3f.rotateAroundPoint(new Vector3f(tri.point1.x,mesh_location.y,tri.point1.y),mesh_location,radian); |
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Vector3f rotatedPoint2 = Vector3f.rotateAroundPoint(new Vector3f(tri.point2.x,mesh_location.y,tri.point2.y),mesh_location,radian); |
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Vector3f rotatedPoint3 = Vector3f.rotateAroundPoint(new Vector3f(tri.point3.x,mesh_location.y,tri.point3.y),mesh_location,radian); |
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newTri.point1 = new Point2D.Float(rotatedPoint1.x,rotatedPoint1.z); |
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newTri.point2 = new Point2D.Float(rotatedPoint2.x,rotatedPoint2.z); |
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newTri.point3 = new Point2D.Float(rotatedPoint3.x,rotatedPoint3.z); |
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//check to see if character is under or over the mesh
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float head = charY + charHeight; |
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if(head < this.minY || charY > this.maxY) |
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return false; |
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newTri.sides = new ArrayList<>(); |
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newTri.sides.add(new Line2D.Float(newTri.point1,newTri.point2)); |
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newTri.sides.add(new Line2D.Float(newTri.point2,newTri.point3)); |
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newTri.sides.add(new Line2D.Float(newTri.point3,newTri.point1)); |
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} |
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} |
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//check if any triangles intersect the movement path
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for(Triangle tri : triangles) |
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if(tri.collides(line)) |
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return true; |
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public void MakeBounds(float rotation){ |
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double radian = (double)rotation; |
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Vector3f rotatedEnd = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_end_point.x,mesh_location.y,this.mesh_end_point.z),mesh_location,radian); |
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Vector3f rotatedRef = Vector3f.rotateAroundPoint(new Vector3f(this.mesh_ref_point.x,mesh_location.y,this.mesh_ref_point.z),mesh_location,radian); |
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//characters movement path did not intersect this mesh
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return false; |
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this.mesh_bounds = new Rectangle2D.Float(); |
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this.mesh_bounds.setRect(rotatedEnd.x,rotatedEnd.z,Math.abs(rotatedEnd.x) - Math.abs(rotatedRef.x),Math.abs(rotatedEnd.z) - Math.abs(rotatedRef.z)); |
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} |
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} |
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@ -0,0 +1,59 @@
@@ -0,0 +1,59 @@
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.devcmd.cmds; |
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import engine.CollisionEngine.Mesh; |
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import engine.Enum; |
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import engine.devcmd.AbstractDevCmd; |
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import engine.objects.*; |
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public class ColliderCmd extends AbstractDevCmd { |
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public ColliderCmd() { |
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super("collider"); |
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} |
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@Override |
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protected void _doCmd(PlayerCharacter pc, String[] words, |
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AbstractGameObject target) { |
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String newline = "\r\n "; |
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String output; |
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if(target.getObjectType().equals(Enum.GameObjectType.Building) == false){ |
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throwbackInfo(pc,"Please Select A Building To Show Collider Data"); |
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} |
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Building building = (Building)target; |
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output = "Collision Info:" + newline; |
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output += "Total Meshes: " + building.buildingMeshes.size() + newline; |
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for(Mesh mesh : building.buildingMeshes){ |
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output += "-----------------------------"; |
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output += "Mesh ID: " + mesh.mesh_id + newline; |
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output += "Mesh Location: " + mesh.mesh_location + newline; |
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output += "Mesh Min/Max: " + mesh.mesh_min_y + "/" + mesh.mesh_max_y + newline; |
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output += "Mesh Triangle Count: " + mesh.triangles.size() + newline; |
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output += "Mesh Rect: " + mesh.mesh_bounds + newline; |
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output += "-----------------------------"; |
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} |
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throwbackInfo(pc,output); |
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} |
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@Override |
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protected String _getHelpString() { |
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return "Displays Information About Colliders"; |
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} |
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@Override |
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protected String _getUsageString() { |
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return "' /collider displays collision info when selected on a building"; |
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} |
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} |
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